//----------------------------------------------------------------------------- // Given a constraint, draw a graphical and user-selectable representation // of that constraint on-screen. We can either draw with gl, or compute the // distance from a point (the location of the mouse pointer) to the lines // that we would have drawn, for selection. // // Copyright 2008-2013 Jonathan Westhues. //----------------------------------------------------------------------------- #include "solvespace.h" void Constraint::LineDrawOrGetDistance(Vector a, Vector b) { if(dogd.drawing) { // Draw comments in the specified style, but everything else in the // default style for constraints. hStyle hs; if(type == COMMENT && disp.style.v) { hs = disp.style; } else { hs.v = Style::CONSTRAINT; } if(dogd.sel) { dogd.sel->AddEdge(a, b, hs.v); } else { // The only constraints with styles should be comments, so don't // check otherwise, save looking up the styles constantly. if(type == COMMENT && Style::Width(hs) >= 3.0) { glxFatLine(a, b, Style::Width(hs) / SS.GW.scale); } else { glBegin(GL_LINE_STRIP); glxVertex3v(a); glxVertex3v(b); glEnd(); } } } else { Point2d ap = SS.GW.ProjectPoint(a); Point2d bp = SS.GW.ProjectPoint(b); double d = dogd.mp.DistanceToLine(ap, bp.Minus(ap), true); dogd.dmin = min(dogd.dmin, d); } dogd.refp = (a.Plus(b)).ScaledBy(0.5); } static void LineCallback(void *fndata, Vector a, Vector b) { Constraint *c = (Constraint *)fndata; c->LineDrawOrGetDistance(a, b); } double Constraint::EllipticalInterpolation(double rx, double ry, double theta) { double ex = rx*cos(theta); double ey = ry*sin(theta); double v = sqrt(ex*ex + ey*ey); return v; } char *Constraint::Label(void) { static char Ret[1024]; if(type == ANGLE) { sprintf(Ret, "%.2f", valA); } else if(type == LENGTH_RATIO) { sprintf(Ret, "%.3f:1", valA); } else if(type == COMMENT) { strcpy(Ret, comment.str); } else if(type == DIAMETER) { // leading spaces for diameter symbol sprintf(Ret, " %s", SS.MmToString(valA)); } else { // valA has units of distance strcpy(Ret, SS.MmToString(fabs(valA))); } if(reference) { strcat(Ret, " REF"); } return Ret; } void Constraint::DoLabel(Vector ref, Vector *labelPos, Vector gr, Vector gu) { double th; if(type == COMMENT) { th = Style::TextHeight(disp.style); } else { th = DEFAULT_TEXT_HEIGHT; } char *s = Label(); double swidth = glxStrWidth(s, th), sheight = glxStrHeight(th); // By default, the reference is from the center; but the style could // specify otherwise if one is present, and it could also specify a // rotation. if(type == COMMENT && disp.style.v) { Style *st = Style::Get(disp.style); // rotation first double rads = st->textAngle*PI/180; double c = cos(rads), s = sin(rads); Vector pr = gr, pu = gu; gr = pr.ScaledBy( c).Plus(pu.ScaledBy(s)); gu = pr.ScaledBy(-s).Plus(pu.ScaledBy(c)); // then origin int o = st->textOrigin; if(o & Style::ORIGIN_LEFT) ref = ref.Plus(gr.WithMagnitude(swidth/2)); if(o & Style::ORIGIN_RIGHT) ref = ref.Minus(gr.WithMagnitude(swidth/2)); if(o & Style::ORIGIN_BOT) ref = ref.Plus(gu.WithMagnitude(sheight/2)); if(o & Style::ORIGIN_TOP) ref = ref.Minus(gu.WithMagnitude(sheight/2)); } if(labelPos) { // labelPos is from the top left corner (for the text box used to // edit things), but ref is from the center. *labelPos = ref.Minus(gr.WithMagnitude(swidth/2)).Minus( gu.WithMagnitude(sheight/2)); } if(dogd.drawing) { glxWriteTextRefCenter(s, th, ref, gr, gu, LineCallback, this); } else { double l = swidth/2 - sheight/2; l = max(l, 5/SS.GW.scale); Point2d a = SS.GW.ProjectPoint(ref.Minus(gr.WithMagnitude(l))); Point2d b = SS.GW.ProjectPoint(ref.Plus (gr.WithMagnitude(l))); double d = dogd.mp.DistanceToLine(a, b.Minus(a), true); dogd.dmin = min(dogd.dmin, d - (th / 2)); dogd.refp = ref; } } void Constraint::StippledLine(Vector a, Vector b) { glLineStipple(4, 0x5555); glEnable(GL_LINE_STIPPLE); LineDrawOrGetDistance(a, b); glDisable(GL_LINE_STIPPLE); } void Constraint::DoProjectedPoint(Vector *r) { Vector p = r->ProjectInto(workplane); StippledLine(p, *r); *r = p; } //----------------------------------------------------------------------------- // There is a rectangular box, aligned to our display axes (projRight, projUp) // centered at ref. This is where a dimension label will be drawn. We want to // draw a line from A to B. If that line would intersect the label box, then // trim the line to leave a gap for it, and return zero. If not, then extend // the line to almost meet the box, and return either positive or negative, // depending whether that extension was from A or from B. //----------------------------------------------------------------------------- int Constraint::DoLineTrimmedAgainstBox(Vector ref, Vector a, Vector b) { Vector gu = SS.GW.projUp.WithMagnitude(1), gr = SS.GW.projRight.WithMagnitude(1); double pixels = 1.0 / SS.GW.scale; char *s = Label(); double swidth = glxStrWidth(s, DEFAULT_TEXT_HEIGHT) + 4*pixels, sheight = glxStrHeight(DEFAULT_TEXT_HEIGHT) + 8*pixels; struct { Vector n; double d; } planes[4]; // reference pos is the center of box occupied by text; build a rectangle // around that, aligned to axes gr and gu, from four planes will all four // normals pointing inward planes[0].n = gu.ScaledBy(-1); planes[0].d = -(gu.Dot(ref) + sheight/2); planes[1].n = gu; planes[1].d = gu.Dot(ref) - sheight/2; planes[2].n = gr; planes[2].d = gr.Dot(ref) - swidth/2; planes[3].n = gr.ScaledBy(-1); planes[3].d = -(gr.Dot(ref) + swidth/2); double tmin = VERY_POSITIVE, tmax = VERY_NEGATIVE; Vector dl = b.Minus(a); for(int i = 0; i < 4; i++) { bool parallel; Vector p = Vector::AtIntersectionOfPlaneAndLine( planes[i].n, planes[i].d, a, b, ¶llel); if(parallel) continue; int j; for(j = 0; j < 4; j++) { double d = (planes[j].n).Dot(p) - planes[j].d; if(d < -LENGTH_EPS) break; } if(j < 4) continue; double t = (p.Minus(a)).DivPivoting(dl); tmin = min(t, tmin); tmax = max(t, tmax); } int within = 0; if(tmin > -0.01 && tmin < 1.01 && tmax > -0.01 && tmax < 1.01) { // Both in range; so there's pieces of the line on both sides of the // label box. LineDrawOrGetDistance(a, a.Plus(dl.ScaledBy(tmin))); LineDrawOrGetDistance(a.Plus(dl.ScaledBy(tmax)), b); } else if(tmin > -0.01 && tmin < 1.01) { // Only one intersection in range; so the box is right on top of the // endpoint LineDrawOrGetDistance(a, a.Plus(dl.ScaledBy(tmin))); } else if(tmax > -0.01 && tmax < 1.01) { // Likewise. LineDrawOrGetDistance(a.Plus(dl.ScaledBy(tmax)), b); } else { // The line does not intersect the label; so the line should get // extended to just barely meet the label. if(tmin < 0.01 && tmax < 0.01) { LineDrawOrGetDistance(a.Plus(dl.ScaledBy(tmax)), b); within = 1; } else if(tmin > 0.99 && tmax > 0.99) { LineDrawOrGetDistance(a, a.Plus(dl.ScaledBy(tmin))); within = -1; } else { // This will happen if the entire line lies within the box. LineDrawOrGetDistance(a, b); } } // 0 means the label lies within the line, negative means it's outside // and closer to b, positive means outside and closer to a. return within; } //----------------------------------------------------------------------------- // Draw a line with arrows on both ends, and possibly a gap in the middle for // the dimension. We will use these for most length dimensions. The length // being dimensioned is from A to B; but those points get extended perpendicular // to the line AB, until the line between the extensions crosses ref (the // center of the label). //----------------------------------------------------------------------------- void Constraint::DoLineWithArrows(Vector ref, Vector a, Vector b, bool onlyOneExt) { Vector gn = (SS.GW.projRight.Cross(SS.GW.projUp)).WithMagnitude(1); double pixels = 1.0 / SS.GW.scale; Vector ab = a.Minus(b); Vector ar = a.Minus(ref); // Normal to a plane containing the line and the label origin. Vector n = ab.Cross(ar); // Within that plane, and normal to the line AB; so that's our extension // line. Vector out = ab.Cross(n).WithMagnitude(1); out = out.ScaledBy(-out.Dot(ar)); Vector ae = a.Plus(out), be = b.Plus(out); // Extension lines extend 10 pixels beyond where the arrows get // drawn (which is at the same offset perpendicular from AB as the // label). LineDrawOrGetDistance(a, ae.Plus(out.WithMagnitude(10*pixels))); if(!onlyOneExt) { LineDrawOrGetDistance(b, be.Plus(out.WithMagnitude(10*pixels))); } int within = DoLineTrimmedAgainstBox(ref, ae, be); // Arrow heads are 13 pixels long, with an 18 degree half-angle. double theta = 18*PI/180; Vector arrow = (be.Minus(ae)).WithMagnitude(13*pixels); if(within != 0) { arrow = arrow.ScaledBy(-1); Vector seg = (be.Minus(ae)).WithMagnitude(18*pixels); if(within < 0) LineDrawOrGetDistance(ae, ae.Minus(seg)); if(within > 0) LineDrawOrGetDistance(be, be.Plus(seg)); } LineDrawOrGetDistance(ae, ae.Plus(arrow.RotatedAbout(n, theta))); LineDrawOrGetDistance(ae, ae.Plus(arrow.RotatedAbout(n, -theta))); arrow = arrow.ScaledBy(-1); LineDrawOrGetDistance(be, be.Plus(arrow.RotatedAbout(n, theta))); LineDrawOrGetDistance(be, be.Plus(arrow.RotatedAbout(n, -theta))); } void Constraint::DoEqualLenTicks(Vector a, Vector b, Vector gn) { Vector m = (a.ScaledBy(1.0/3)).Plus(b.ScaledBy(2.0/3)); Vector ab = a.Minus(b); Vector n = (gn.Cross(ab)).WithMagnitude(10/SS.GW.scale); LineDrawOrGetDistance(m.Minus(n), m.Plus(n)); } void Constraint::DoEqualRadiusTicks(hEntity he) { Entity *circ = SK.GetEntity(he); Vector center = SK.GetEntity(circ->point[0])->PointGetNum(); double r = circ->CircleGetRadiusNum(); Quaternion q = circ->Normal()->NormalGetNum(); Vector u = q.RotationU(), v = q.RotationV(); double theta; if(circ->type == Entity::CIRCLE) { theta = PI/2; } else if(circ->type == Entity::ARC_OF_CIRCLE) { double thetaa, thetab, dtheta; circ->ArcGetAngles(&thetaa, &thetab, &dtheta); theta = thetaa + dtheta/2; } else oops(); Vector d = u.ScaledBy(cos(theta)).Plus(v.ScaledBy(sin(theta))); d = d.ScaledBy(r); Vector p = center.Plus(d); Vector tick = d.WithMagnitude(10/SS.GW.scale); LineDrawOrGetDistance(p.Plus(tick), p.Minus(tick)); } void Constraint::DoArcForAngle(Vector a0, Vector da, Vector b0, Vector db, Vector offset, Vector *ref) { Vector gr = SS.GW.projRight.ScaledBy(1/SS.GW.scale); Vector gu = SS.GW.projUp.ScaledBy(1/SS.GW.scale); if(workplane.v != Entity::FREE_IN_3D.v) { a0 = a0.ProjectInto(workplane); b0 = b0.ProjectInto(workplane); da = da.ProjectVectorInto(workplane); db = db.ProjectVectorInto(workplane); } bool skew; Vector pi = Vector::AtIntersectionOfLines(a0, a0.Plus(da), b0, b0.Plus(db), &skew); if(!skew) { *ref = pi.Plus(offset); // We draw in a coordinate system centered at the intersection point. // One basis vector is da, and the other is normal to da and in // the plane that contains our lines (so normal to its normal). Vector dna = (da.Cross(db)).Cross(da); da = da.WithMagnitude(1); dna = dna.WithMagnitude(1); Vector rm = (*ref).Minus(pi); double rda = rm.Dot(da), rdna = rm.Dot(dna); double r = sqrt(rda*rda + rdna*rdna); double c = (da.Dot(db))/(da.Magnitude()*db.Magnitude()); double thetaf = acos(c); Vector m = da.ScaledBy(cos(thetaf/2)).Plus( dna.ScaledBy(sin(thetaf/2))); if(m.Dot(rm) < 0) { da = da.ScaledBy(-1); dna = dna.ScaledBy(-1); } Vector prev = da.ScaledBy(r).Plus(pi); int i, n = 30; for(i = 0; i <= n; i++) { double theta = (i*thetaf)/n; Vector p = da. ScaledBy(r*cos(theta)).Plus( dna.ScaledBy(r*sin(theta))).Plus(pi); LineDrawOrGetDistance(prev, p); prev = p; } // The elliptical approximation isn't exactly right, but the correct // calculation (against the bounding box of the text) would be rather // complex and this looks pretty good. double tl = atan2(rm.Dot(gu), rm.Dot(gr)); double adj = EllipticalInterpolation( glxStrWidth(Label(), DEFAULT_TEXT_HEIGHT)/2, glxStrHeight(DEFAULT_TEXT_HEIGHT)/2, tl); *ref = (*ref).Plus(rm.WithMagnitude(adj + 3/SS.GW.scale)); } else { // The lines are skew; no wonderful way to illustrate that. *ref = a0.Plus(b0); *ref = (*ref).ScaledBy(0.5).Plus(disp.offset); gu = gu.WithMagnitude(1); Vector trans = (*ref).Plus(gu.ScaledBy(-1.5*glxStrHeight(DEFAULT_TEXT_HEIGHT))); glxWriteTextRefCenter("angle between skew lines", DEFAULT_TEXT_HEIGHT, trans, gr, gu, LineCallback, this); } } void Constraint::DrawOrGetDistance(Vector *labelPos) { if(!SS.GW.showConstraints) return; Group *g = SK.GetGroup(group); // If the group is hidden, then the constraints are hidden and not // able to be selected. if(!(g->visible)) return; // And likewise if the group is not the active group; except for comments // with an assigned style. if(g->h.v != SS.GW.activeGroup.v && !(type == COMMENT && disp.style.v)) { return; } if(disp.style.v) { Style *s = Style::Get(disp.style); if(!s->visible) return; } // Unit vectors that describe our current view of the scene. One pixel // long, not one actual unit. Vector gr = SS.GW.projRight.ScaledBy(1/SS.GW.scale); Vector gu = SS.GW.projUp.ScaledBy(1/SS.GW.scale); Vector gn = (gr.Cross(gu)).WithMagnitude(1/SS.GW.scale); switch(type) { case PT_PT_DISTANCE: { Vector ap = SK.GetEntity(ptA)->PointGetNum(); Vector bp = SK.GetEntity(ptB)->PointGetNum(); if(workplane.v != Entity::FREE_IN_3D.v) { DoProjectedPoint(&ap); DoProjectedPoint(&bp); } Vector ref = ((ap.Plus(bp)).ScaledBy(0.5)).Plus(disp.offset); DoLineWithArrows(ref, ap, bp, false); DoLabel(ref, labelPos, gr, gu); break; } case PROJ_PT_DISTANCE: { Vector ap = SK.GetEntity(ptA)->PointGetNum(), bp = SK.GetEntity(ptB)->PointGetNum(), dp = (bp.Minus(ap)), pp = SK.GetEntity(entityA)->VectorGetNum(); Vector ref = ((ap.Plus(bp)).ScaledBy(0.5)).Plus(disp.offset); pp = pp.WithMagnitude(1); double d = dp.Dot(pp); Vector bpp = ap.Plus(pp.ScaledBy(d)); StippledLine(ap, bpp); StippledLine(bp, bpp); DoLineWithArrows(ref, ap, bpp, false); DoLabel(ref, labelPos, gr, gu); break; } case PT_FACE_DISTANCE: case PT_PLANE_DISTANCE: { Vector pt = SK.GetEntity(ptA)->PointGetNum(); Entity *enta = SK.GetEntity(entityA); Vector n, p; if(type == PT_PLANE_DISTANCE) { n = enta->Normal()->NormalN(); p = enta->WorkplaneGetOffset(); } else { n = enta->FaceGetNormalNum(); p = enta->FaceGetPointNum(); } double d = (p.Minus(pt)).Dot(n); Vector closest = pt.Plus(n.WithMagnitude(d)); Vector ref = ((closest.Plus(pt)).ScaledBy(0.5)).Plus(disp.offset); if(!pt.Equals(closest)) { DoLineWithArrows(ref, pt, closest, true); } DoLabel(ref, labelPos, gr, gu); break; } case PT_LINE_DISTANCE: { Vector pt = SK.GetEntity(ptA)->PointGetNum(); Entity *line = SK.GetEntity(entityA); Vector lA = SK.GetEntity(line->point[0])->PointGetNum(); Vector lB = SK.GetEntity(line->point[1])->PointGetNum(); Vector dl = lB.Minus(lA); if(workplane.v != Entity::FREE_IN_3D.v) { lA = lA.ProjectInto(workplane); lB = lB.ProjectInto(workplane); DoProjectedPoint(&pt); } // Find the closest point on the line Vector closest = pt.ClosestPointOnLine(lA, dl); Vector ref = ((closest.Plus(pt)).ScaledBy(0.5)).Plus(disp.offset); DoLabel(ref, labelPos, gr, gu); if(!pt.Equals(closest)) { DoLineWithArrows(ref, pt, closest, true); } if(workplane.v != Entity::FREE_IN_3D.v) { // Draw the projection marker from the closest point on the // projected line to the projected point on the real line. Vector lAB = (lA.Minus(lB)); double t = (lA.Minus(closest)).DivPivoting(lAB); Vector lA = SK.GetEntity(line->point[0])->PointGetNum(); Vector lB = SK.GetEntity(line->point[1])->PointGetNum(); Vector c2 = (lA.ScaledBy(1-t)).Plus(lB.ScaledBy(t)); DoProjectedPoint(&c2); } break; } case DIAMETER: { Entity *circle = SK.GetEntity(entityA); Vector center = SK.GetEntity(circle->point[0])->PointGetNum(); Quaternion q = SK.GetEntity(circle->normal)->NormalGetNum(); Vector n = q.RotationN().WithMagnitude(1); double r = circle->CircleGetRadiusNum(); Vector ref = center.Plus(disp.offset); // Force the label into the same plane as the circle. ref = ref.Minus(n.ScaledBy(n.Dot(ref) - n.Dot(center))); Vector mark = ref.Minus(center); mark = mark.WithMagnitude(mark.Magnitude()-r); DoLineTrimmedAgainstBox(ref, ref, ref.Minus(mark)); Vector topLeft; DoLabel(ref, &topLeft, gr, gu); if(labelPos) *labelPos = topLeft; // Draw the diameter symbol Vector dc = topLeft; dc = dc.Plus(gu.WithMagnitude(5/SS.GW.scale)); dc = dc.Plus(gr.WithMagnitude(9/SS.GW.scale)); double dr = 5/SS.GW.scale; double theta, dtheta = (2*PI)/12; for(theta = 0; theta < 2*PI-0.01; theta += dtheta) { LineDrawOrGetDistance( dc.Plus(gu.WithMagnitude(cos(theta)*dr)).Plus( gr.WithMagnitude(sin(theta)*dr)), dc.Plus(gu.WithMagnitude(cos(theta+dtheta)*dr)).Plus( gr.WithMagnitude(sin(theta+dtheta)*dr))); } theta = 25*(PI/180); dr *= 1.7; dtheta = PI; LineDrawOrGetDistance( dc.Plus(gu.WithMagnitude(cos(theta)*dr)).Plus( gr.WithMagnitude(sin(theta)*dr)), dc.Plus(gu.WithMagnitude(cos(theta+dtheta)*dr)).Plus( gr.WithMagnitude(sin(theta+dtheta)*dr))); break; } case POINTS_COINCIDENT: { if(!dogd.drawing) { for(int i = 0; i < 2; i++) { Vector p = SK.GetEntity(i == 0 ? ptA : ptB)-> PointGetNum(); Point2d pp = SS.GW.ProjectPoint(p); // The point is selected within a radius of 7, from the // same center; so if the point is visible, then this // constraint cannot be selected. But that's okay. dogd.dmin = min(dogd.dmin, pp.DistanceTo(dogd.mp) - 3); dogd.refp = p; } break; } // Let's adjust the color of this constraint to have the same // rough luma as the point color, so that the constraint does not // stand out in an ugly way. uint32_t cd = Style::Color(Style::DATUM), cc = Style::Color(Style::CONSTRAINT); // convert from 8-bit color to a vector Vector vd = Vector::From(REDf(cd), GREENf(cd), BLUEf(cd)), vc = Vector::From(REDf(cc), GREENf(cc), BLUEf(cc)); // and scale the constraint color to have the same magnitude as // the datum color, maybe a bit dimmer vc = vc.WithMagnitude(vd.Magnitude()*0.9); // and set the color to that. glxColorRGB(RGBf(vc.x, vc.y, vc.z)); for(int a = 0; a < 2; a++) { Vector r = SS.GW.projRight.ScaledBy((a+1)/SS.GW.scale); Vector d = SS.GW.projUp.ScaledBy((2-a)/SS.GW.scale); for(int i = 0; i < 2; i++) { Vector p = SK.GetEntity(i == 0 ? ptA : ptB)-> PointGetNum(); glBegin(GL_QUADS); glxVertex3v(p.Plus (r).Plus (d)); glxVertex3v(p.Plus (r).Minus(d)); glxVertex3v(p.Minus(r).Minus(d)); glxVertex3v(p.Minus(r).Plus (d)); glEnd(); } } break; } case PT_ON_CIRCLE: case PT_ON_LINE: case PT_ON_FACE: case PT_IN_PLANE: { double s = 8/SS.GW.scale; Vector p = SK.GetEntity(ptA)->PointGetNum(); Vector r, d; if(type == PT_ON_FACE) { Vector n = SK.GetEntity(entityA)->FaceGetNormalNum(); r = n.Normal(0); d = n.Normal(1); } else if(type == PT_IN_PLANE) { EntityBase *n = SK.GetEntity(entityA)->Normal(); r = n->NormalU(); d = n->NormalV(); } else { r = gr; d = gu; s *= (6.0/8); // draw these a little smaller } r = r.WithMagnitude(s); d = d.WithMagnitude(s); LineDrawOrGetDistance(p.Plus (r).Plus (d), p.Plus (r).Minus(d)); LineDrawOrGetDistance(p.Plus (r).Minus(d), p.Minus(r).Minus(d)); LineDrawOrGetDistance(p.Minus(r).Minus(d), p.Minus(r).Plus (d)); LineDrawOrGetDistance(p.Minus(r).Plus (d), p.Plus (r).Plus (d)); break; } case WHERE_DRAGGED: { Vector p = SK.GetEntity(ptA)->PointGetNum(), u = p.Plus(gu.WithMagnitude(8/SS.GW.scale)).Plus( gr.WithMagnitude(8/SS.GW.scale)), uu = u.Minus(gu.WithMagnitude(5/SS.GW.scale)), ur = u.Minus(gr.WithMagnitude(5/SS.GW.scale)); // Draw four little crop marks, uniformly spaced (by ninety // degree rotations) around the point. int i; for(i = 0; i < 4; i++) { LineDrawOrGetDistance(u, uu); LineDrawOrGetDistance(u, ur); u = u.RotatedAbout(p, gn, PI/2); ur = ur.RotatedAbout(p, gn, PI/2); uu = uu.RotatedAbout(p, gn, PI/2); } break; } case SAME_ORIENTATION: { for(int i = 0; i < 2; i++) { Entity *e = SK.GetEntity(i == 0 ? entityA : entityB); Quaternion q = e->NormalGetNum(); Vector n = q.RotationN().WithMagnitude(25/SS.GW.scale); Vector u = q.RotationU().WithMagnitude(6/SS.GW.scale); Vector p = SK.GetEntity(e->point[0])->PointGetNum(); p = p.Plus(n.WithMagnitude(10/SS.GW.scale)); LineDrawOrGetDistance(p.Plus(u), p.Minus(u).Plus(n)); LineDrawOrGetDistance(p.Minus(u), p.Plus(u).Plus(n)); } break; } case EQUAL_ANGLE: { Vector ref; Entity *a = SK.GetEntity(entityA); Entity *b = SK.GetEntity(entityB); Entity *c = SK.GetEntity(entityC); Entity *d = SK.GetEntity(entityD); Vector a0 = a->VectorGetRefPoint(); Vector b0 = b->VectorGetRefPoint(); Vector c0 = c->VectorGetRefPoint(); Vector d0 = d->VectorGetRefPoint(); Vector da = a->VectorGetNum(); Vector db = b->VectorGetNum(); Vector dc = c->VectorGetNum(); Vector dd = d->VectorGetNum(); if(other) da = da.ScaledBy(-1); DoArcForAngle(a0, da, b0, db, da.WithMagnitude(40/SS.GW.scale), &ref); DoArcForAngle(c0, dc, d0, dd, dc.WithMagnitude(40/SS.GW.scale), &ref); break; } case ANGLE: { Entity *a = SK.GetEntity(entityA); Entity *b = SK.GetEntity(entityB); Vector a0 = a->VectorGetRefPoint(); Vector b0 = b->VectorGetRefPoint(); Vector da = a->VectorGetNum(); Vector db = b->VectorGetNum(); if(other) da = da.ScaledBy(-1); Vector ref; DoArcForAngle(a0, da, b0, db, disp.offset, &ref); DoLabel(ref, labelPos, gr, gu); break; } case PERPENDICULAR: { Vector u = Vector::From(0, 0, 0), v = Vector::From(0, 0, 0); Vector rn, ru; if(workplane.v == Entity::FREE_IN_3D.v) { rn = gn; ru = gu; } else { EntityBase *normal = SK.GetEntity(workplane)->Normal(); rn = normal->NormalN(); ru = normal->NormalV(); // ru meaning r_up, not u/v } for(int i = 0; i < 2; i++) { Entity *e = SK.GetEntity(i == 0 ? entityA : entityB); if(i == 0) { // Calculate orientation of perpendicular sign only // once, so that it's the same both times it's drawn u = e->VectorGetNum(); u = u.WithMagnitude(16/SS.GW.scale); v = (rn.Cross(u)).WithMagnitude(16/SS.GW.scale); // a bit of bias to stop it from flickering between the // two possibilities if(fabs(u.Dot(ru)) < fabs(v.Dot(ru)) + LENGTH_EPS) { SWAP(Vector, u, v); } if(u.Dot(ru) < 0) u = u.ScaledBy(-1); } Vector p = e->VectorGetRefPoint(); Vector s = p.Plus(u).Plus(v); LineDrawOrGetDistance(s, s.Plus(v)); Vector m = s.Plus(v.ScaledBy(0.5)); LineDrawOrGetDistance(m, m.Plus(u)); } break; } case CURVE_CURVE_TANGENT: case CUBIC_LINE_TANGENT: case ARC_LINE_TANGENT: { Vector textAt, u, v; if(type == ARC_LINE_TANGENT) { Entity *arc = SK.GetEntity(entityA); Entity *norm = SK.GetEntity(arc->normal); Vector c = SK.GetEntity(arc->point[0])->PointGetNum(); Vector p = SK.GetEntity(arc->point[other ? 2 : 1])->PointGetNum(); Vector r = p.Minus(c); textAt = p.Plus(r.WithMagnitude(14/SS.GW.scale)); u = norm->NormalU(); v = norm->NormalV(); } else if(type == CUBIC_LINE_TANGENT) { Vector n; if(workplane.v == Entity::FREE_IN_3D.v) { u = gr; v = gu; n = gn; } else { EntityBase *wn = SK.GetEntity(workplane)->Normal(); u = wn->NormalU(); v = wn->NormalV(); n = wn->NormalN(); } Entity *cubic = SK.GetEntity(entityA); Vector p = other ? cubic->CubicGetFinishNum() : cubic->CubicGetStartNum(); Vector dir = SK.GetEntity(entityB)->VectorGetNum(); Vector out = n.Cross(dir); textAt = p.Plus(out.WithMagnitude(14/SS.GW.scale)); } else { Vector n, dir; EntityBase *wn = SK.GetEntity(workplane)->Normal(); u = wn->NormalU(); v = wn->NormalV(); n = wn->NormalN(); EntityBase *eA = SK.GetEntity(entityA); // Big pain; we have to get a vector tangent to the curve // at the shared point, which could be from either a cubic // or an arc. if(other) { textAt = eA->EndpointFinish(); if(eA->type == Entity::CUBIC) { dir = eA->CubicGetFinishTangentNum(); } else { dir = SK.GetEntity(eA->point[0])->PointGetNum().Minus( SK.GetEntity(eA->point[2])->PointGetNum()); dir = n.Cross(dir); } } else { textAt = eA->EndpointStart(); if(eA->type == Entity::CUBIC) { dir = eA->CubicGetStartTangentNum(); } else { dir = SK.GetEntity(eA->point[0])->PointGetNum().Minus( SK.GetEntity(eA->point[1])->PointGetNum()); dir = n.Cross(dir); } } dir = n.Cross(dir); textAt = textAt.Plus(dir.WithMagnitude(14/SS.GW.scale)); } if(dogd.drawing) { glxWriteTextRefCenter("T", DEFAULT_TEXT_HEIGHT, textAt, u, v, LineCallback, this); } else { dogd.refp = textAt; Point2d ref = SS.GW.ProjectPoint(dogd.refp); dogd.dmin = min(dogd.dmin, ref.DistanceTo(dogd.mp)-10); } break; } case PARALLEL: { for(int i = 0; i < 2; i++) { Entity *e = SK.GetEntity(i == 0 ? entityA : entityB); Vector n = e->VectorGetNum(); n = n.WithMagnitude(25/SS.GW.scale); Vector u = (gn.Cross(n)).WithMagnitude(4/SS.GW.scale); Vector p = e->VectorGetRefPoint(); LineDrawOrGetDistance(p.Plus(u), p.Plus(u).Plus(n)); LineDrawOrGetDistance(p.Minus(u), p.Minus(u).Plus(n)); } break; } case EQUAL_RADIUS: { for(int i = 0; i < 2; i++) { DoEqualRadiusTicks(i == 0 ? entityA : entityB); } break; } case EQUAL_LINE_ARC_LEN: { Entity *line = SK.GetEntity(entityA); DoEqualLenTicks( SK.GetEntity(line->point[0])->PointGetNum(), SK.GetEntity(line->point[1])->PointGetNum(), gn); DoEqualRadiusTicks(entityB); break; } case LENGTH_RATIO: case EQUAL_LENGTH_LINES: { Vector a, b = Vector::From(0, 0, 0); for(int i = 0; i < 2; i++) { Entity *e = SK.GetEntity(i == 0 ? entityA : entityB); a = SK.GetEntity(e->point[0])->PointGetNum(); b = SK.GetEntity(e->point[1])->PointGetNum(); if(workplane.v != Entity::FREE_IN_3D.v) { DoProjectedPoint(&a); DoProjectedPoint(&b); } DoEqualLenTicks(a, b, gn); } if(type == LENGTH_RATIO) { Vector ref = ((a.Plus(b)).ScaledBy(0.5)).Plus(disp.offset); DoLabel(ref, labelPos, gr, gu); } break; } case EQ_LEN_PT_LINE_D: { Entity *forLen = SK.GetEntity(entityA); Vector a = SK.GetEntity(forLen->point[0])->PointGetNum(), b = SK.GetEntity(forLen->point[1])->PointGetNum(); if(workplane.v != Entity::FREE_IN_3D.v) { DoProjectedPoint(&a); DoProjectedPoint(&b); } DoEqualLenTicks(a, b, gn); Entity *ln = SK.GetEntity(entityB); Vector la = SK.GetEntity(ln->point[0])->PointGetNum(), lb = SK.GetEntity(ln->point[1])->PointGetNum(); Vector pt = SK.GetEntity(ptA)->PointGetNum(); if(workplane.v != Entity::FREE_IN_3D.v) { DoProjectedPoint(&pt); la = la.ProjectInto(workplane); lb = lb.ProjectInto(workplane); } Vector closest = pt.ClosestPointOnLine(la, lb.Minus(la)); LineDrawOrGetDistance(pt, closest); DoEqualLenTicks(pt, closest, gn); break; } case EQ_PT_LN_DISTANCES: { for(int i = 0; i < 2; i++) { Entity *ln = SK.GetEntity(i == 0 ? entityA : entityB); Vector la = SK.GetEntity(ln->point[0])->PointGetNum(), lb = SK.GetEntity(ln->point[1])->PointGetNum(); Entity *pte = SK.GetEntity(i == 0 ? ptA : ptB); Vector pt = pte->PointGetNum(); if(workplane.v != Entity::FREE_IN_3D.v) { DoProjectedPoint(&pt); la = la.ProjectInto(workplane); lb = lb.ProjectInto(workplane); } Vector closest = pt.ClosestPointOnLine(la, lb.Minus(la)); LineDrawOrGetDistance(pt, closest); DoEqualLenTicks(pt, closest, gn); } break; } { Vector n; case SYMMETRIC: n = SK.GetEntity(entityA)->Normal()->NormalN(); goto s; case SYMMETRIC_HORIZ: n = SK.GetEntity(workplane)->Normal()->NormalU(); goto s; case SYMMETRIC_VERT: n = SK.GetEntity(workplane)->Normal()->NormalV(); goto s; case SYMMETRIC_LINE: { Entity *ln = SK.GetEntity(entityA); Vector la = SK.GetEntity(ln->point[0])->PointGetNum(), lb = SK.GetEntity(ln->point[1])->PointGetNum(); la = la.ProjectInto(workplane); lb = lb.ProjectInto(workplane); n = lb.Minus(la); Vector nw = SK.GetEntity(workplane)->Normal()->NormalN(); n = n.RotatedAbout(nw, PI/2); goto s; } s: Vector a = SK.GetEntity(ptA)->PointGetNum(); Vector b = SK.GetEntity(ptB)->PointGetNum(); for(int i = 0; i < 2; i++) { Vector tail = (i == 0) ? a : b; Vector d = (i == 0) ? b : a; d = d.Minus(tail); // Project the direction in which the arrow is drawn normal // to the symmetry plane; for projected symmetry constraints, // they might not be in the same direction, even when the // constraint is fully solved. d = n.ScaledBy(d.Dot(n)); d = d.WithMagnitude(20/SS.GW.scale); Vector tip = tail.Plus(d); LineDrawOrGetDistance(tail, tip); d = d.WithMagnitude(9/SS.GW.scale); LineDrawOrGetDistance(tip, tip.Minus(d.RotatedAbout(gn, 0.6))); LineDrawOrGetDistance(tip, tip.Minus(d.RotatedAbout(gn, -0.6))); } break; } case AT_MIDPOINT: case HORIZONTAL: case VERTICAL: if(entityA.v) { Vector r, u, n; if(workplane.v == Entity::FREE_IN_3D.v) { r = gr; u = gu; n = gn; } else { r = SK.GetEntity(workplane)->Normal()->NormalU(); u = SK.GetEntity(workplane)->Normal()->NormalV(); n = r.Cross(u); } // For "at midpoint", this branch is always taken. Entity *e = SK.GetEntity(entityA); Vector a = SK.GetEntity(e->point[0])->PointGetNum(); Vector b = SK.GetEntity(e->point[1])->PointGetNum(); Vector m = (a.ScaledBy(0.5)).Plus(b.ScaledBy(0.5)); Vector offset = (a.Minus(b)).Cross(n); offset = offset.WithMagnitude(13/SS.GW.scale); // Draw midpoint constraint on other side of line, so that // a line can be midpoint and horizontal at same time. if(type == AT_MIDPOINT) offset = offset.ScaledBy(-1); if(dogd.drawing) { const char *s = (type == HORIZONTAL) ? "H" : ( (type == VERTICAL) ? "V" : ( (type == AT_MIDPOINT) ? "M" : NULL)); glxWriteTextRefCenter(s, DEFAULT_TEXT_HEIGHT, m.Plus(offset), r, u, LineCallback, this); } else { dogd.refp = m.Plus(offset); Point2d ref = SS.GW.ProjectPoint(dogd.refp); dogd.dmin = min(dogd.dmin, ref.DistanceTo(dogd.mp)-10); } } else { Vector a = SK.GetEntity(ptA)->PointGetNum(); Vector b = SK.GetEntity(ptB)->PointGetNum(); Entity *w = SK.GetEntity(workplane); Vector cu = w->Normal()->NormalU(); Vector cv = w->Normal()->NormalV(); Vector cn = w->Normal()->NormalN(); int i; for(i = 0; i < 2; i++) { Vector o = (i == 0) ? a : b; Vector oo = (i == 0) ? a.Minus(b) : b.Minus(a); Vector d = (type == HORIZONTAL) ? cu : cv; if(oo.Dot(d) < 0) d = d.ScaledBy(-1); Vector dp = cn.Cross(d); d = d.WithMagnitude(14/SS.GW.scale); Vector c = o.Minus(d); LineDrawOrGetDistance(o, c); d = d.WithMagnitude(3/SS.GW.scale); dp = dp.WithMagnitude(2/SS.GW.scale); if(dogd.drawing) { glBegin(GL_QUADS); glxVertex3v((c.Plus(d)).Plus(dp)); glxVertex3v((c.Minus(d)).Plus(dp)); glxVertex3v((c.Minus(d)).Minus(dp)); glxVertex3v((c.Plus(d)).Minus(dp)); glEnd(); } else { Point2d ref = SS.GW.ProjectPoint(c); dogd.dmin = min(dogd.dmin, ref.DistanceTo(dogd.mp)-6); } } } break; case COMMENT: { if(disp.style.v) { glLineWidth(Style::Width(disp.style)); glxColorRGB(Style::Color(disp.style)); } Vector u, v; if(workplane.v == Entity::FREE_IN_3D.v) { u = gr; v = gu; } else { EntityBase *norm = SK.GetEntity(workplane)->Normal(); u = norm->NormalU(); v = norm->NormalV(); } DoLabel(disp.offset, labelPos, u, v); break; } default: oops(); } } void Constraint::Draw(void) { dogd.drawing = true; dogd.sel = NULL; glLineWidth(Style::Width(Style::CONSTRAINT)); glxColorRGB(Style::Color(Style::CONSTRAINT)); DrawOrGetDistance(NULL); } double Constraint::GetDistance(Point2d mp) { dogd.drawing = false; dogd.sel = NULL; dogd.mp = mp; dogd.dmin = 1e12; DrawOrGetDistance(NULL); return dogd.dmin; } Vector Constraint::GetLabelPos(void) { dogd.drawing = false; dogd.sel = NULL; dogd.mp.x = 0; dogd.mp.y = 0; dogd.dmin = 1e12; Vector p; DrawOrGetDistance(&p); return p; } Vector Constraint::GetReferencePos(void) { dogd.drawing = false; dogd.sel = NULL; dogd.refp = SS.GW.offset.ScaledBy(-1); DrawOrGetDistance(NULL); return dogd.refp; } void Constraint::GetEdges(SEdgeList *sel) { dogd.drawing = true; dogd.sel = sel; DrawOrGetDistance(NULL); dogd.sel = NULL; }